Vous êtes sur la page 1sur 14

HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON

EON MASTER NARRATES THE RESULTS OF YOUR ACTION

IN DUNGEONS & DRAGONS, YOU PLAY A CHARACTER: AN ADVENTURER WHO TEAMS UP WITH OTHER ADVENTURERS, PLAYED BY FRIENDS. WORKING TO-
GETHER, THE GROUP MIGHT EXPLORE A DARK DUNGEON FAR BELOW GROUND, A RUINED CITY ON THE EDGE OF CIVILIZATION, A HAUNTED CASTLE ON A
ROCKY SHORE, A LOST TEMPLE DEEP IN A JUNGLE, OR A LAVA-FILLED CAVERN BENEATH A MYSTERIOUS MOUNTAIN. THE ADVENTURERS SOLVE PUZZLES,
TALK AND NEGOTIATE WITH THE DENIZENS OF THE WORLD, BATTLE FANTASTIC MONSTERS, AND DISCOVER WONDROUS MAGIC ITEMS AND TREASURE.

WHO IS MY CHARACTER? A CHARACTER SHEET FOR BEGINNERS


DWARF CLERIC SOLDIER

NAME RACE CLASS BACKGROUND TRAITS ALIGNMENT LEVEL


Your name is granted by a clan Your characters race is just one of Your characters class is broadly Your characters background Traits set you apart from other Your characters alignment is a Your character's level is a number
elder and belongs to the clan. the many intelligent species that described as an adventurers job. reveals where you came from, how characters and should be some- compass that helps guide your de- that represents your overall skill
A dwarf who misuses or brings inhabits the D&D world. It contrib- It defines what special features you became an adventurer, and thing interesting or fun. cisions. It is a combination of your and knowledge. You advance in lev-
shame to a clan name is stripped utes to your characters identity by you possess, as well as the your place in the world. attitude toward society and order el by adventuring and gaining expe-
You are always polite and re-
of the name and forbidden to use establishing a general appearance tactics you are most likely to spectful, and youve lost so many (lawful, chaotic, or neutral) and rience points. When you advance
You were a soldier. War has been
any dwarven name in its place. and the natural features gained employ when exploring a dungeon, friends that you are slow to morality (good, evil, or neutral). in level, you get stronger, smarter,
your life for as long as you care
from your culture and ancestry. fighting monsters, or engaging in a make new ones. faster, and gain new abilities.
Pick a name that sounds good to remember. You trained as a You are neutral good. Neutral good
tense negotiation.
to you, or use one from a popular You are a dwarf. Dwarves hail from youth, studied the use of weap- characters let their conscience, Your character is 1st level. A
book or movie. For those with
difficulty choosing, here are
kingdoms carved into the roots
of mountains and have a strong
You are a cleric. Clerics are inter-
mediaries between the mortal
ons and armor, and learned basic
survival techniques.
IDEALS not law and authority, guide them
to do the right thing.
1st-level character is inexperi-
enced in the adventuring world,
some examples. commitment to clan and tradition. world and the distant worlds of the Ideals are moral and ethical princi- although you might have been a
They are skilled warriors, miners, gods. Divine magic flows through ples that compel you to act. soldier or a pirate and done danger-
Female Names Amber, Artin,
and workers of stone and metal. clerics, manifesting as miraculous You believe it is your duty to give ous things before.
Bardryn, Bonndyl, Eldeth, Gurdis,
Though they stand shorter than effects. Clerics also posses com- up your life in defense of others.
Helja, Ilde, Maevgwyn, Nasslin,
other races, their courage and bat training that lets them wade
Tiswynn, Torbera, Vistra

BONDS
endurance is easily a match for any into battle with the power of the
Male Names Adrik, Baern, of the larger folk. gods on their side.
Bruenor, Brottor, Dalmor, Eberk, Bonds represent connections to
Flint, Harbek, Morgran, Orsik, Rurik, people, places, and events.
Thoradin, Tordek, Ulfgar, Vondal
You fight for those who cannot
Clan Names Battlehammer, fight for themselves.
Brawnanvil, Darkshield, Fireforge,

FLAWS
Frostbeard, Ironfist, Steelbringer,
Thunderfist, Warfire
Flaws outline a vice, compulsion,
fear, or weakness.

You never admit when youre


wrong.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

ONE PLAYER TAKES ON THE ROLE OF THE DUNGEON MASTERTHE GAMES LEAD STORYTELLER AND REFEREE. THE DM CREATES ADVENTURES FOR THE
CHARACTERS, WHO NAVIGATE ITS HAZARDS AND DECIDE WHICH PATHS TO EXPLORE. WHEN ONE QUEST IS FINISHED, ANOTHER ONE BEGINS, CREATING
AN ONGOING STORY CALLED A CAMPAIGN. THERES NO WINNING OR LOSING IN DUNGEONS & DRAGONS. INSTEAD, THE DM AND THE PLAYERS CREATE AN
EXCITING TALE OF BOLD ADVENTURERS AND NEFARIOUS VILLAINS. IF EVERYONE HAS A GOOD TIME AND CREATES A MEMORABLE STORY, EVERYONE WINS.

WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS


DWARF CLERIC SOLDIER

THE D20 ABILITIES STRENGTH


Brawn and Power
DEXTERITY
Quickness and Agility
CONSTITUTION INTELLIGENCE
Health and Endurance Reasoning and Memory
WISDOM
Perception and Insight
CHARISMA
Allure and Charm
PROFICIENCY
BONUS
+2

ABILITIES
The proficiency bonus represents
Does your sword swing hurt the Six abilities represent your Score 14 Score 8 Score 15 Score 10 Score 16 Score 12
competence, expertise, and fo-
dragon? Will the ogre believe your characters physical and mental Modifier +2 Modifier -1 Modifier +2 Modifier +0 Modifier +3 Modifier +1 cused training. It's added to ability
outrageous bluff? Can you avoid characteristics: Strength, Dex- checks using skills youre proficient
the blast of a fireball? In cases terity, Constitution, Intelligence, in, ability checks using tools youre

where the outcome of an action is Wisdom, and Charisma. Saving Throw +2 Saving Throw -1 Saving Throw +2 Saving Throw +0 Saving Throw l +5 Saving Throw l +3 proficient with, attack rolls using
weapons youre proficient with,
uncertain, you roll a 20-sided die Athletics l +4 Acrobatics -1 Arcana +0 Animal Handling +3 Deception +1
attack rolls with spells you cast, sav-
Each ability has a score, ranging
also known as a d20to determine Sleight Of Hand -1 History +0 Insight +3 Intimidation +3 ing throws youre proficient in, and
from 3 to 20. A score of 10 or 11 is
success or failure. Ability checks, Stealth -1 Investigation +0 Medicine l +5 Performance l +1 saving throw DCs for spells you cast.
the normal human average.
attack rolls, and saving throws are Nature +0 Perception +3 Persuasion +1 This benefit is included where
* Skill modifiers have been calculated by using the relevant ability modifier. If
the three kinds of d20 rolls and Each ability score has a modifier, you are proficient (indicated by a l), your proficiency bonus has been added. Religion l +2 Survival +3 applicable.

they follow these three steps. ranging from -5 to +10. You will add

1. Roll the d20 and add a modifier


or subtract an ability score modifi- EQUIPMENT LANGUAGES DARKVISION DWARVEN RESILIENCE
er with every roll you make. Chain mail*, shield, warhammer, 2 han- Common, Dwarvish In dim light, you see within a 60-foot radius You have advantage on saving throws
from one of the six ability scores.
FEATURES

Finally, each ability covers a broad daxes, holy symbol, backpack, crowbar, of you as if it were bright light. In darkness, against poison, and you have resistance
2. Class features, spells, or other
range of skills. A skill already has the hammer, 10 pitons, 10 torches, tinderbox, PROFICIENCIES you see in the same radius as if it were dim against poison damage.
effects sometimes give a bonus 10 days of rations, waterskin, 50 feet of You are proficient with all armor, shields, light. You cant discern color in darkness,
ability score modifier added in, plus a
or penalty to the check. If there
proficiency bonus if applicable. hempen rope, masons tools, dagger taken all simple weapons, battleaxes, handaxes, only shades of gray. STONECUNNING
are any, apply them and determine from a fallen enemy as a trophy, deck of light hammers, warhammers, playing cards, Whenever you make an Intelligence (His-
MERCENARY SERGEANT
THE THREE
the total. playing cards, set of common clothes, masons tools, and land vehicles. tory) check related to the origin of stone-
pouch, sergeants rank insignia, and 10 You were a minor officer among a merce- work, you add +4 to the check instead of
3. Compare the total to a target
nary company. These mercenaries still your normal +0.

CHECKS
number, called a Difficulty Class. gold pieces.
recognize your authority and influence.
The more difficult the challenge, * While wearing chain mail, you have disadvan-
tage on Dexterity (Stealth) checks.
the higher its DC. If the total equals
An ability check is made when you
or exceeds the DC, the roll is a suc-
attempt to overcome a challenge.
cess. Otherwise, its a failure.
The DM decides which of the six INITIATIVE -1 HIT POINTS 11 SPELLS WEAPONS
abilities is relevant, a skill if appli- An initiative check is rolled by all combat- Hit points represent physical and mental You can cast light, sacred flame, and To attack with a weapon, an attack roll
cable, and the DC. ants at the start of combat. Everyone takes durability, the will to live, and luck. thaumaturgy as many times as you want. is made.
COMBAT

their turn in order from highest to lowest.


A saving throw represents an HIT DICE 1d8 Twice a day, you can cast a spell from the Weapon Name Att Modifier Damage

attempt to resist a spell, trap, ARMOR CLASS 18 After a short rest, you can roll your Hit Die following list: bless, cure wounds*, guid- Warhammer +4 1d8 + 2 bludgeoning
poison, or similar threat. Your armor class represents how well your and regain hit points equal to the total. ing bolt, healing word*, inflict wounds,
Handaxe* +4 1d6 + 2 slashing
character avoids being wounded in battle. and shield of faith. You can cast the same
An attack roll determines whether
SPELLCASTING ABILITY spell both times. * You can throw a handaxe 20 feet, or up to 60
an attack hits or misses. If the to-
SPEED
feet with disadvantage on the attack roll.
25" Wisdom is your spellcasting ability for
tal of the roll plus modifiers equals Spell descriptions are found in the rulebook.
Your characters speed is the distance your spells. The saving throw DC to resist
or exceeds the targets armor a spell you cast is 13. Your attack bonus * Whenever you cast these spells, the character
they can move in 1 combat round. being healed regains 3 additional hit points. 2017 green matter games
class, the attack hits. when you make an attack with a spell is +5.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

IN DUNGEONS & DRAGONS, YOU PLAY A CHARACTER: AN ADVENTURER WHO TEAMS UP WITH OTHER ADVENTURERS, PLAYED BY FRIENDS. WORKING TO-
GETHER, THE GROUP MIGHT EXPLORE A DARK DUNGEON FAR BELOW GROUND, A RUINED CITY ON THE EDGE OF CIVILIZATION, A HAUNTED CASTLE ON A
ROCKY SHORE, A LOST TEMPLE DEEP IN A JUNGLE, OR A LAVA-FILLED CAVERN BENEATH A MYSTERIOUS MOUNTAIN. THE ADVENTURERS SOLVE PUZZLES,
TALK AND NEGOTIATE WITH THE DENIZENS OF THE WORLD, BATTLE FANTASTIC MONSTERS, AND DISCOVER WONDROUS MAGIC ITEMS AND TREASURE.

WHO IS MY CHARACTER? A CHARACTER SHEET FOR BEGINNERS


ELF WIZARD ACOLYTE

NAME RACE CLASS BACKGROUND TRAITS ALIGNMENT LEVEL


Your name is chosen upon declaring Your characters race is just one of Your characters class is broadly Your characters background Traits set you apart from other Your characters alignment is a Your character's level is a number
adulthood, sometime after your the many intelligent species that described as an adventurers job. reveals where you came from, how characters and should be some- compass that helps guide your de- that represents your overall skill
hundredth birthday. Before then, you inhabits the D&D world. It contrib- It defines what special features you became an adventurer, and thing interesting or fun. cisions. It is a combination of your and knowledge. You advance in lev-
are called by a child name. Every elf utes to your characters identity by you possess, as well as the your place in the world. attitude toward society and order el by adventuring and gaining expe-
Nothing can shake your optimis-
also bears a family name, typically a establishing a general appearance tactics you are most likely to tic attitude, and you misquote (lawful, chaotic, or neutral) and rience points. When you advance
You were an acolyte. You spent
combination of Elvish words and the natural features gained employ when exploring a dungeon, sacred texts and proverbs in morality (good, evil, or neutral). in level, you get stronger, smarter,
your life in the service of a temple,
from your culture and ancestry. fighting monsters, or engaging in a almost every situation. faster, and gain new abilities.
Pick a name that sounds good acting as an intermediary between You are chaotic good. Chaotic
tense negotiation.
to you, or use one from a popular You are an elf. Elves are a people the realm of the holy and the good characters act as their con- Your character is 1st level. A
book or movie. For those with
difficulty choosing, here are
of otherworldly grace, existing in
the world but not entirely part of
You are a wizard. Wizards are
supreme magic-users. Drawing on
mortal world. While there, you per-
formed sacred rites and sacrifices
IDEALS science directs, with little regard
for what others expect.
1st-level character is inexperi-
enced in the adventuring world,
some examples. it. They live in places of ethereal the subtle weave of magic that in order to conduct worshipers into Ideals are moral and ethical princi- although you might have been a
beauty, in the midst of ancient for- permeates the cosmos, they cast the presence of the divine. ples that compel you to act. soldier or a pirate and done danger-
Child Names Ara, Bryn, Del, Innil,
ests or in silvery spires glittering spells of explosive fire, arcing You always help those in need, ous things before.
Lael, Mella, Naeris, Phann, Qusti,
with faerie light, where soft music lightning, subtle deception, and no matter the personal cost.
Rael, Rinn, Syllin, Vall, Wil, Xyn
drifts through the air and gentle powerful mind control. The mighti-

BONDS
Female Adult Names Althaea, fragrances waft on the breeze. est wizards can conjure elementals
Bethrynna, Caelynn, Ielenia, , Meri- Elves love nature and magic, art from other planes of existence,
ele, Naivara, Quillathe, Silaqui, Thia, and artistry, music and poetry. glimpse into the future, or turn
Bonds represent connections to
Vadania, Valanthe, Xanaphia slain foes into zombies. people, places, and events.
Male Adult Names Adran, Everything you do is for the com-
Berrian, Carric, Erevan, Galinndan, mon people.
Hadarai, Immeral, Paelias, Quarion,

FLAWS
Riardon, Soveliss, Theren, Varis

Family Names Amastacia (Star-


flower), Galanodel (Moonwhisper), Flaws outline a vice, compulsion,
Liadon (Silverfrond), Meliamne fear, or weakness.
(Oakenheel), Siannodel (Moon- Once you pick a goal, you be-
brook), Ilphelkiir (Gemblossom) come obsessed with it.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

ONE PLAYER TAKES ON THE ROLE OF THE DUNGEON MASTERTHE GAMES LEAD STORYTELLER AND REFEREE. THE DM CREATES ADVENTURES FOR THE
CHARACTERS, WHO NAVIGATE ITS HAZARDS AND DECIDE WHICH PATHS TO EXPLORE. WHEN ONE QUEST IS FINISHED, ANOTHER ONE BEGINS, CREATING
AN ONGOING STORY CALLED A CAMPAIGN. THERES NO WINNING OR LOSING IN DUNGEONS & DRAGONS. INSTEAD, THE DM AND THE PLAYERS CREATE AN
EXCITING TALE OF BOLD ADVENTURERS AND NEFARIOUS VILLAINS. IF EVERYONE HAS A GOOD TIME AND CREATES A MEMORABLE STORY, EVERYONE WINS.

WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS


ELF WIZARD ACOLYTE

THE D20 ABILITIES STRENGTH


Brawn and Power
DEXTERITY
Quickness and Agility
CONSTITUTION INTELLIGENCE
Health and Endurance Reasoning and Memory
WISDOM
Perception and Insight
CHARISMA
Allure and Charm
PROFICIENCY
BONUS
+2

ABILITIES
The proficiency bonus represents
Does your sword swing hurt the Six abilities represent your Score 10 Score 15 Score 14 Score 16 Score 12 Score 8
competence, expertise, and fo-
dragon? Will the ogre believe your characters physical and mental Modifier +0 Modifier +2 Modifier +2 Modifier +3 Modifier +1 Modifier -1 cused training. It's added to ability
outrageous bluff? Can you avoid characteristics: Strength, Dex- checks using skills youre proficient
the blast of a fireball? In cases terity, Constitution, Intelligence, in, ability checks using tools youre

where the outcome of an action is Wisdom, and Charisma. Saving Throw +0 Saving Throw +2 Saving Throw +2 Saving Throw l +5 Saving Throw l +3 Saving Throw -1 proficient with, attack rolls using
weapons youre proficient with,
uncertain, you roll a 20-sided die Athletics +0 Acrobatics +2 Arcana l +5 Animal Handling +1 Deception -1
attack rolls with spells you cast, sav-
Each ability has a score, ranging
also known as a d20to determine Sleight Of Hand +2 History +3 Insight l +3 Intimidation -1 ing throws youre proficient in, and
from 3 to 20. A score of 10 or 11 is
success or failure. Ability checks, Stealth +2 Investigation l +5 Medicine +1 Performance -1 saving throw DCs for spells you cast.
the normal human average.
attack rolls, and saving throws are Nature +3 Perception l +3 Persuasion -1 This benefit is included where
* Skill modifiers have been calculated by using the relevant ability modifier. If
the three kinds of d20 rolls and Each ability score has a modifier, you are proficient (indicated by a l), your proficiency bonus has been added. Religion l +5 Survival +1 applicable.

they follow these three steps. ranging from -5 to +10. You will add

1. Roll the d20 and add a modifier


or subtract an ability score modifi- EQUIPMENT LANGUAGES DARKVISION FEY ANCESTRY
er with every roll you make. Shortsword, component pouch, spellbook, Common, Elvish, Draconic, Dwarvish, Goblin In dim light, you see within a 60-foot radius You have advantage on saving throws
from one of the six ability scores.
FEATURES

Finally, each ability covers a broad backpack, bottle of ink, ink pen, 10 sheets of you as if it were bright light. In darkness, against being charmed, and magic cant
2. Class features, spells, or other
range of skills. A skill already has the of parchment, small knife, tome of histor- PROFICIENCIES you see in the same radius as if it were dim put you to sleep.
effects sometimes give a bonus ical lore, holy symbol, prayer book, set of You are proficient with all daggers, light. You cant discern color in darkness,
or penalty to the check. If there
ability score modifier added in, plus a
proficiency bonus if applicable. common clothes, pouch, and 5 gold pieces. darts, light crossbows, longbows, only shades of gray. TRANCE
are any, apply them and determine longswords, quarterstaffs, shortbows, Elves dont need to sleep. They meditate
SPELLBOOK SHELTER OF FAITH
THE THREE
the total. shortswords, and slings. deeply, remaining semiconscious, for 4
You have a spellbook containing the following You receive the respect of those who hours a day and gain the same benefit a
3. Compare the total to a target
spells: burning hands, detect magic, mage ARCANE RECOVERY share your faith. You and your companions human does from 8 hours of sleep.

CHECKS
number, called a Difficulty Class. receive free healing and care at a temple,
armor, magic missile, shield, and sleep. Once per day after a short rest, you regain
The more difficult the challenge, shrine, or other establishment of your faith.
one cast spell.
the higher its DC. If the total equals Spell descriptions are found in the rulebook.
An ability check is made when you
or exceeds the DC, the roll is a suc-
attempt to overcome a challenge.
cess. Otherwise, its a failure.
The DM decides which of the six INITIATIVE +2 HIT POINTS 8 SPELLS WEAPONS
abilities is relevant, a skill if appli- An initiative check is rolled by all combat- Hit points represent physical and mental You can cast mage hand, prestidigita- To attack with a weapon, an attack roll
cable, and the DC. ants at the start of combat. Everyone takes durability, the will to live, and luck. tion, ray of frost, and shocking grasp as is made.
COMBAT

their turn in order from highest to lowest. many times as you want.
A saving throw represents an HIT DICE 1d6
Weapon Name Att Modifier Damage

attempt to resist a spell, trap, ARMOR CLASS 12 After a short rest, you can roll your Hit Die Twice a day, you can cast a spell from the Shortsword +4 1d6 + 2 piercing
poison, or similar threat. Your armor class represents how well your and regain hit points equal to the total. following list of prepared spells: burning
character avoids being wounded in battle. hands, mage armor, magic missile, and
An attack roll determines whether
SPELLCASTING ABILITY sleep. You can cast the same spell both
an attack hits or misses. If the to-
tal of the roll plus modifiers equals
SPEED 30" Intelligence is your spellcasting ability for times. After a long rest, you can prepare
Your characters speed is the distance your spells. The saving throw DC to resist four different spells from your spellbook.
or exceeds the targets armor a spell you cast is 13. Your attack bonus
they can move in 1 combat round. 2017 green matter games
class, the attack hits. Spell descriptions are found in the rulebook.
when you make an attack with a spell is +5.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

IN DUNGEONS & DRAGONS, YOU PLAY A CHARACTER: AN ADVENTURER WHO TEAMS UP WITH OTHER ADVENTURERS, PLAYED BY FRIENDS. WORKING TO-
GETHER, THE GROUP MIGHT EXPLORE A DARK DUNGEON FAR BELOW GROUND, A RUINED CITY ON THE EDGE OF CIVILIZATION, A HAUNTED CASTLE ON A
ROCKY SHORE, A LOST TEMPLE DEEP IN A JUNGLE, OR A LAVA-FILLED CAVERN BENEATH A MYSTERIOUS MOUNTAIN. THE ADVENTURERS SOLVE PUZZLES,
TALK AND NEGOTIATE WITH THE DENIZENS OF THE WORLD, BATTLE FANTASTIC MONSTERS, AND DISCOVER WONDROUS MAGIC ITEMS AND TREASURE.

WHO IS MY CHARACTER? A CHARACTER SHEET FOR BEGINNERS


HALFLING ROGUE CRIMINAL

NAME RACE CLASS BACKGROUND TRAITS ALIGNMENT LEVEL


You have a given name and a family Your characters race is just one of Your characters class is broadly Your characters background Traits set you apart from other Your characters alignment is a Your character's level is a number
name. Family names are often nick- the many intelligent species that described as an adventurers job. reveals where you came from, how characters and should be some- compass that helps guide your de- that represents your overall skill
names that stuck so tenaciously inhabits the D&D world. It contrib- It defines what special features you became an adventurer, and thing interesting or fun. cisions. It is a combination of your and knowledge. You advance in lev-
they have been passed down utes to your characters identity by you possess, as well as the your place in the world. attitude toward society and order el by adventuring and gaining expe-
You always have a plan for when
through the generations. establishing a general appearance tactics you are most likely to things go wrong, and the best way (lawful, chaotic, or neutral) and rience points. When you advance
You were a criminal with a history
and the natural features gained employ when exploring a dungeon, to get you to do something is to morality (good, evil, or neutral). in level, you get stronger, smarter,
Pick a name that sounds good of breaking the law. You have spent
from your culture and ancestry. fighting monsters, or engaging in a say you cant do it. faster, and gain new abilities.
to you, or use one from a popular a lot of time in the underbelly of You are neutral. Neutral characters
tense negotiation.
book or movie. For those with You are a halfling. Halflings travel civilization and still have contacts prefer to steer clear of moral ques- Your character is 1st level. A
difficulty choosing, here are
some examples.
constantly, lured by the open road
and the wide horizon. These dimin-
You are a rogue. Rogues devote as
much effort to mastering the use
within the criminal underworld.
IDEALS tions and don't take sides, doing
what seems best at the time.
1st-level character is inexperi-
enced in the adventuring world,
utive creatures survive in a world of a variety of skills as they do to Ideals are moral and ethical princi- although you might have been a
Female Names Andry, Bree, ples that compel you to act.
full of larger creatures by avoiding perfecting their combat abilities, soldier or a pirate and done danger-
Callie, Cora, Euphemia, Jillian, Lidda,
notice or, barring that, avoiding giving them a broad expertise that You are loyal to your friends ous things before.
Merla, Nedda, Paela, Portia, Seraph-
offense. They cherish the bonds few other characters can match. above all.
ina, Shaena, Trym, Vani, Verna
of family and friendship, as well as Many rogues focus on stealth and

BONDS
Male Names Alton, Ander, Cade, the comforts of hearth and home, deception, while others refine the
Corrin, Eldon, Errich, Finnan, Garret, harboring dreams of wanderlust skills that help them in a dungeon
Lindal, Lyle, Merric, Milo, Osborn, and adventure. environment, such as climbing,
Bonds represent connections to
Perrin, Reed, Roscoe, Wellby finding and disarming traps, and people, places, and events.
opening locks.
Family Names Brushgather, You will become the greatest
Goodbarrel, Greenbottle, High-hill, thief that ever lived.
Hilltopple, Tealeaf, Thorngage,

FLAWS
Tosscobble, Underbough

Flaws outline a vice, compulsion,


fear, or weakness.

When you see something valu-


able, you cant think about
anything but how to steal it.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

ONE PLAYER TAKES ON THE ROLE OF THE DUNGEON MASTERTHE GAMES LEAD STORYTELLER AND REFEREE. THE DM CREATES ADVENTURES FOR THE
CHARACTERS, WHO NAVIGATE ITS HAZARDS AND DECIDE WHICH PATHS TO EXPLORE. WHEN ONE QUEST IS FINISHED, ANOTHER ONE BEGINS, CREATING
AN ONGOING STORY CALLED A CAMPAIGN. THERES NO WINNING OR LOSING IN DUNGEONS & DRAGONS. INSTEAD, THE DM AND THE PLAYERS CREATE AN
EXCITING TALE OF BOLD ADVENTURERS AND NEFARIOUS VILLAINS. IF EVERYONE HAS A GOOD TIME AND CREATES A MEMORABLE STORY, EVERYONE WINS.

WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS


HALFLING ROGUE CRIMINAL

THE D20 ABILITIES STRENGTH


Brawn and Power
DEXTERITY
Quickness and Agility
CONSTITUTION INTELLIGENCE
Health and Endurance Reasoning and Memory
WISDOM
Perception and Insight
CHARISMA
Allure and Charm
PROFICIENCY
BONUS
+2

ABILITIES
The proficiency bonus represents
Does your sword swing hurt the Six abilities represent your Score 8 Score 16 Score 12 Score 13 Score 10 Score 16
competence, expertise, and fo-
dragon? Will the ogre believe your characters physical and mental Modifier -1 Modifier +3 Modifier 1 Modifier +1 Modifier 10 Modifier +3 cused training. It's added to ability
outrageous bluff? Can you avoid characteristics: Strength, Dex- checks using skills youre proficient
the blast of a fireball? In cases terity, Constitution, Intelligence, in, ability checks using tools youre

where the outcome of an action is Wisdom, and Charisma. Saving Throw -1 Saving Throw l +5 Saving Throw +1 Saving Throw l +3 Saving Throw +0 Saving Throw +3 proficient with, attack rolls using
weapons youre proficient with,
uncertain, you roll a 20-sided die Athletics -1 Acrobatics l +5 Arcana +1 Animal Handling +0 Deception +5
attack rolls with spells you cast, sav-
Each ability has a score, ranging
also known as a d20to determine Sleight Of Hand l +5 History +1 Insight +0 Intimidation +3 ing throws youre proficient in, and
from 3 to 20. A score of 10 or 11 is
success or failure. Ability checks, Stealth l +7 Investigation l +3 Medicine +0 Performance l +5 saving throw DCs for spells you cast.
the normal human average.
attack rolls, and saving throws are Nature +1 Perception +0 Persuasion +3 This benefit is included where
* Skill modifiers have been calculated by using the relevant ability modifier. If
the three kinds of d20 rolls and Each ability score has a modifier, you are proficient (indicated by a l), your proficiency bonus has been added. Religion +1 Survival +0 applicable.

they follow these three steps. ranging from -5 to +10. You will add

1. Roll the d20 and add a modifier


or subtract an ability score modifi- EQUIPMENT LANGUAGES THIEVES CANT CRIMINAL CONTACT
er with every roll you make. Shortsword, shortbow, 20 arrows, leather Common, Halfling You know thieves cant, a secret mix of You have a reliable and trustworthy con-
from one of the six ability scores.
FEATURES

Finally, each ability covers a broad armor, thieves tools, backpack, bell, 5 dialect, jargon, and code that allows you tact who acts as your liaison to a network
2. Class features, spells, or other
range of skills. A skill already has the candles, crowbar, hammer, 10 pitons, 50 PROFICIENCIES to hide messages in seemingly normal of other criminals. You know how to get
effects sometimes give a bonus feet of hempen rope, hooded lantern, 2 Light armor, simple weapons, hand conversation. You also understand a set of messages to and from your contact, even
ability score modifier added in, plus a
or penalty to the check. If there flasks of oil, 5 days rations, tinderbox, crossbows, longswords, rapiers, shorts- secret signs and symbols used to convey over great distances.
proficiency bonus if applicable.
are any, apply them and determine waterskin, crowbar, set of dark common words, thieves tools, playing cards, and short, simple messages.
EXPERTISE
THE THREE
the total. clothes including a hood, pouch, and 15 carpenters tools.
gold pieces. LUCKY When you make a Dexterity (Stealth)
3. Compare the total to a target
BRAVE When you roll a natural 1 on an attack roll, check or a check using thieves tools, your

CHECKS
number, called a Difficulty Class. proficiency bonus is doubled. This benefit
You have advantage on saving throws ability check, or saving throw, you can
The more difficult the challenge, is included in your Stealth skill modifier.
against being frightened. reroll the die and must use the new roll.
the higher its DC. If the total equals
An ability check is made when you
or exceeds the DC, the roll is a suc-
attempt to overcome a challenge.
cess. Otherwise, its a failure.
The DM decides which of the six INITIATIVE +3 HIT POINTS 9 NATURALLY STEALTHY WEAPONS
abilities is relevant, a skill if appli- An initiative check is rolled by all combat- Hit points represent physical and mental You can attempt to hide when you are ob- To attack with a weapon, an attack roll
cable, and the DC. ants at the start of combat. Everyone takes durability, the will to live, and luck. scured by a creature that is larger than you. is made.
COMBAT

their turn in order from highest to lowest.


A saving throw represents an HIT DICE 1d8 SNEAK ATTACK Weapon Name Att Modifier Damage

attempt to resist a spell, trap, ARMOR CLASS 14 After a short rest, you can roll your Hit Die Once per turn, when you hit a creature with Shortsword +5 1d6 + 3 piercing
poison, or similar threat. Your armor class represents how well your and regain hit points equal to the total. your shortsword or shortbow and you have Shortbow* +5 1d6 + 3 piercing
character avoids being wounded in battle. advantage on the attack roll, you deal an ex-
An attack roll determines whether
HALFLING NIMBLENESS tra 1d6 damage. You dont need advantage
* You can shoot your shortbow 80 feet, or up to
an attack hits or misses. If the to-
SPEED
320 feet with disadvantage on the attack roll.
25" You can move through the space of any if an ally is within 5 feet of the creature.
tal of the roll plus modifiers equals
Your characters speed is the distance creature that is larger than you.
or exceeds the targets armor
they can move in 1 combat round. 2017 green matter games
class, the attack hits.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

IN DUNGEONS & DRAGONS, YOU PLAY A CHARACTER: AN ADVENTURER WHO TEAMS UP WITH OTHER ADVENTURERS, PLAYED BY FRIENDS. WORKING TO-
GETHER, THE GROUP MIGHT EXPLORE A DARK DUNGEON FAR BELOW GROUND, A RUINED CITY ON THE EDGE OF CIVILIZATION, A HAUNTED CASTLE ON A
ROCKY SHORE, A LOST TEMPLE DEEP IN A JUNGLE, OR A LAVA-FILLED CAVERN BENEATH A MYSTERIOUS MOUNTAIN. THE ADVENTURERS SOLVE PUZZLES,
TALK AND NEGOTIATE WITH THE DENIZENS OF THE WORLD, BATTLE FANTASTIC MONSTERS, AND DISCOVER WONDROUS MAGIC ITEMS AND TREASURE.

WHO IS MY CHARACTER? A CHARACTER SHEET FOR BEGINNERS


HUMAN FIGHTER NOBLE

NAME RACE CLASS BACKGROUND TRAITS ALIGNMENT LEVEL


Having so much more variety than Your characters race is just one of Your characters class is broadly Your characters background Traits set you apart from other Your characters alignment is a Your character's level is a number
the other races, humans have no the many intelligent species that described as an adventurers job. reveals where you came from, how characters and should be some- compass that helps guide your de- that represents your overall skill
truly typical names. Some human inhabits the D&D world. It contrib- It defines what special features you became an adventurer, and thing interesting or fun. cisions. It is a combination of your and knowledge. You advance in lev-
parents give their children names utes to your characters identity by you possess, as well as the your place in the world. attitude toward society and order el by adventuring and gaining expe-
You always look your best and
from other languages, such as establishing a general appearance tactics you are most likely to follow the latest fashions and (lawful, chaotic, or neutral) and rience points. When you advance
You are a noble. You carry a noble
Dwarvish or Elvish (pronounced and the natural features gained employ when exploring a dungeon, your flattery makes people morality (good, evil, or neutral). in level, you get stronger, smarter,
title, and your family owns land,
more or less correctly). from your culture and ancestry. fighting monsters, or engaging in a feel singularly important. faster, and gain new abilities.
collects taxes, and wields signifi- You are lawful neutral. Lawful neu-
tense negotiation.
Pick a name that sounds good You are a human. Humans are cant political influence. tral characters act in accordance Your character is 1st level. A
to you, or use one from a popular
book or movie. For those with
the youngest of the races, late
to arrive on the world stage and
You are a fighter. Fighters are the
most diverse class of characters.
IDEALS with law, tradition, and a personal
code of conduct.
1st-level character is inexperi-
enced in the adventuring world,
difficulty choosing, here are short-lived in comparison to Questing knights, conquering over- Ideals are moral and ethical princi- although you might have been a
some examples. dwarves and elves. But they are lords, royal champions, elite foot ples that compel you to act. soldier or a pirate and done danger-
the innovators, the achievers, and soldiers, hardened mercenaries, and You respect the authority of ous things before.
Female Names Alssa, Annalys,
the pioneers of the world. Humans bandit kingsas fighters, they all those above you, just as those
Cass,Catryn, Edel,Elsa, Giselle,
are the most adaptable and ambi- share an unparalleled mastery with below you must respect yours.
Ireyne, Jaeda, Jasline, Katherin,
tious people among the races. weapons and armor, and a thorough
Leslie, Nora, Ornella, Phoebe

BONDS
knowledge of the skills of combat.
Male Names Alcred, Baldus,
Banneth, Clarton, Derick, Eriq,
Bonds represent connections to
Godric, Nathen, Simon, Slade,
people, places, and events.
Thatcher, Ulrax, Warwick, Witt
The common folk must see you
as a hero of the people.

FLAWS
Flaws outline a vice, compulsion,
fear, or weakness.

You often hear insults where


there are none.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

ONE PLAYER TAKES ON THE ROLE OF THE DUNGEON MASTERTHE GAMES LEAD STORYTELLER AND REFEREE. THE DM CREATES ADVENTURES FOR THE
CHARACTERS, WHO NAVIGATE ITS HAZARDS AND DECIDE WHICH PATHS TO EXPLORE. WHEN ONE QUEST IS FINISHED, ANOTHER ONE BEGINS, CREATING
AN ONGOING STORY CALLED A CAMPAIGN. THERES NO WINNING OR LOSING IN DUNGEONS & DRAGONS. INSTEAD, THE DM AND THE PLAYERS CREATE AN
EXCITING TALE OF BOLD ADVENTURERS AND NEFARIOUS VILLAINS. IF EVERYONE HAS A GOOD TIME AND CREATES A MEMORABLE STORY, EVERYONE WINS.

WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS


HUMAN FIGHTER NOBLE

THE D20 ABILITIES STRENGTH


Brawn and Power
DEXTERITY
Quickness and Agility
CONSTITUTION INTELLIGENCE
Health and Endurance Reasoning and Memory
WISDOM
Perception and Insight
CHARISMA
Allure and Charm
PROFICIENCY
BONUS
+2

ABILITIES
The proficiency bonus represents
Does your sword swing hurt the Six abilities represent your Score 16 Score 9 Score 15 Score 11 Score 13 Score 14
competence, expertise, and fo-
dragon? Will the ogre believe your characters physical and mental Modifier +3 Modifier -1 Modifier +2 Modifier +0 Modifier +1 Modifier +2 cused training. It's added to ability
outrageous bluff? Can you avoid characteristics: Strength, Dex- checks using skills youre proficient
the blast of a fireball? In cases terity, Constitution, Intelligence, in, ability checks using tools youre

where the outcome of an action is Wisdom, and Charisma. Saving Throw l +5 Saving Throw -1 Saving Throw l +4 Saving Throw +0 Saving Throw +1 Saving Throw +2 proficient with, attack rolls using
weapons youre proficient with,
uncertain, you roll a 20-sided die Athletics l +5 Acrobatics -1 Arcana +0 Animal Handling +1 Deception +2
attack rolls with spells you cast, sav-
Each ability has a score, ranging
also known as a d20to determine Sleight Of Hand -1 History l +2 Insight +1 Intimidation +2 ing throws youre proficient in, and
from 3 to 20. A score of 10 or 11 is
success or failure. Ability checks, Stealth -1 Investigation +0 Medicine +1 Performance +2 saving throw DCs for spells you cast.
the normal human average.
attack rolls, and saving throws are Nature +0 Perception l +3 Persuasion l +4 This benefit is included where
* Skill modifiers have been calculated by using the relevant ability modifier. If
the three kinds of d20 rolls and Each ability score has a modifier, you are proficient (indicated by a l), your proficiency bonus has been added. Religion +0 Survival +1 applicable.

they follow these three steps. ranging from -5 to +10. You will add

1. Roll the d20 and add a modifier


or subtract an ability score modifi- EQUIPMENT LANGUAGES POSITION OF PRIVILEGE
er with every roll you make. Chain mail,* greataxe, 3 javelins, back- Common, Draconic, Dwarvish You are welcome in high society, and peo-
from one of the six ability scores.
FEATURES

Finally, each ability covers a broad pack, blanket, tinderbox, 2 days of rations, ple assume you have the right to be wher-
2. Class features, spells, or other
range of skills. A skill already has the waterskin, set of fine clothes, signet ring, PROFICIENCIES ever you are. The common folk make every
effects sometimes give a bonus scroll of pedigree, and 25 gold pieces. All armor, shields, simple weapons, martial effort to accommodate you and avoid your
ability score modifier added in, plus a
or penalty to the check. If there weapons, and playing cards. displeasure, and other people of high birth
proficiency bonus if applicable. * While wearing chain mail, you have disadvan-
are any, apply them and determine tage on Dexterity (Stealth) checks.
treat you as a member of the same social

THE THREE
the total. sphere. You can secure an audience with a
3. Compare the total to a target local noble if you need to.

CHECKS
number, called a Difficulty Class.
The more difficult the challenge,
the higher its DC. If the total equals
An ability check is made when you
or exceeds the DC, the roll is a suc-
attempt to overcome a challenge.
cess. Otherwise, its a failure.
The DM decides which of the six INITIATIVE -1 HIT POINTS 12 SECOND WIND WEAPONS
abilities is relevant, a skill if appli- An initiative check is rolled by all combat- Hit points represent physical and mental Use a bonus action to regain 1d10 + 1 To attack with a weapon, an attack roll
cable, and the DC. ants at the start of combat. Everyone takes durability, the will to live, and luck. hit points. Once you use this feature, you is made.
COMBAT

their turn in order from highest to lowest. must finish a short or long rest before you
A saving throw represents an HIT DICE 1d10 can use it again.
Weapon Name Att Modifier Damage

attempt to resist a spell, trap, ARMOR CLASS 17 After a short rest, you can roll your Hit Die Greataxe +5 1d12 + 3 slashing
poison, or similar threat. Your armor class represents how well your and regain hit points equal to the total. FIGHTING STYLE Javelin* +5 1d6 + 3 piercing
An attack roll determines whether character avoids being wounded in battle. (DEFENSE) * You can throw a javelin 30 feet, or up to 120
an attack hits or misses. If the to-
SPEED While you are wearing armor, you gain a feet with disadvantage on the attack roll.
30"
tal of the roll plus modifiers equals +1 bonus to AC . This benefit is included
Your characters speed is the distance
or exceeds the targets armor in your AC.
they can move in 1 combat round. 2017 green matter games
class, the attack hits.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

IN DUNGEONS & DRAGONS, YOU PLAY A CHARACTER: AN ADVENTURER WHO TEAMS UP WITH OTHER ADVENTURERS, PLAYED BY FRIENDS. WORKING TO-
GETHER, THE GROUP MIGHT EXPLORE A DARK DUNGEON FAR BELOW GROUND, A RUINED CITY ON THE EDGE OF CIVILIZATION, A HAUNTED CASTLE ON A
ROCKY SHORE, A LOST TEMPLE DEEP IN A JUNGLE, OR A LAVA-FILLED CAVERN BENEATH A MYSTERIOUS MOUNTAIN. THE ADVENTURERS SOLVE PUZZLES,
TALK AND NEGOTIATE WITH THE DENIZENS OF THE WORLD, BATTLE FANTASTIC MONSTERS, AND DISCOVER WONDROUS MAGIC ITEMS AND TREASURE.

WHO IS MY CHARACTER? A CHARACTER SHEET FOR BEGINNERS


HUMAN FIGHTER FOLK HERO

NAME RACE CLASS BACKGROUND TRAITS ALIGNMENT LEVEL


Having so much more variety than Your characters race is just one of Your characters class is broadly Your characters background Traits set you apart from other Your characters alignment is a Your character's level is a number
the other races, humans have no the many intelligent species that described as an adventurers job. reveals where you came from, how characters and should be some- compass that helps guide your de- that represents your overall skill
truly typical names. Some human inhabits the D&D world. It contrib- It defines what special features you became an adventurer, and thing interesting or fun. cisions. It is a combination of your and knowledge. You advance in lev-
parents give their children names utes to your characters identity by you possess, as well as the your place in the world. attitude toward society and order el by adventuring and gaining expe-
If someone is in trouble, you're
from other languages, such as establishing a general appearance tactics you are most likely to always ready to help and you (lawful, chaotic, or neutral) and rience points. When you advance
You are a folk hero. You come
Dwarvish or Elvish (pronounced and the natural features gained employ when exploring a dungeon, misuse large words in an at- morality (good, evil, or neutral). in level, you get stronger, smarter,
from a humble social rank, but
more or less correctly). from your culture and ancestry. fighting monsters, or engaging in a tempt to sound smarter. faster, and gain new abilities.
you are destined for so much You are lawful good. Lawful good
tense negotiation.
Pick a name that sounds good You are a human. Humans are more. Already the people of your characaters can always be counted Your character is 1st level. A
to you, or use one from a popular
book or movie. For those with
the youngest of the races, late
to arrive on the world stage and
You are a fighter. Fighters are the
most diverse class of characters.
home village regard you as their
champion, and your destiny calls
IDEALS on to do the right thing. 1st-level character is inexperi-
enced in the adventuring world,
difficulty choosing, here are short-lived in comparison to Questing knights, conquering over- you to stand against the tyrants Ideals are moral and ethical princi- although you might have been a
some examples. dwarves and elves. But they are lords, royal champions, elite foot and monsters that threaten the ples that compel you to act. soldier or a pirate and done danger-
the innovators, the achievers, and soldiers, hardened mercenaries, and common folk everywhere. Nothing and no one can steer you ous things before.
Female Names Alssa, Annalys,
the pioneers of the world. Humans bandit kingsas fighters, they all away from your higher calling.
Cass,Catryn, Edel,Elsa, Giselle,
are the most adaptable and ambi- share an unparalleled mastery with
Ireyne, Jaeda, Jasline, Katherin,

BONDS
tious people among the races. weapons and armor, and a thorough
Leslie, Nora, Ornella, Phoebe
knowledge of the skills of combat.
Male Names Alcred, Baldus,
Bonds represent connections to
Banneth, Clarton, Derick, Eriq,
people, places, and events.
Godric, Nathen, Simon, Slade,
Thatcher, Ulrax, Warwick, Witt You protect those who cannot
protect themselves.

FLAWS
Flaws outline a vice, compulsion,
fear, or weakness.

You have a weakness for the vices


of the city, especially hard drink.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

ONE PLAYER TAKES ON THE ROLE OF THE DUNGEON MASTERTHE GAMES LEAD STORYTELLER AND REFEREE. THE DM CREATES ADVENTURES FOR THE
CHARACTERS, WHO NAVIGATE ITS HAZARDS AND DECIDE WHICH PATHS TO EXPLORE. WHEN ONE QUEST IS FINISHED, ANOTHER ONE BEGINS, CREATING
AN ONGOING STORY CALLED A CAMPAIGN. THERES NO WINNING OR LOSING IN DUNGEONS & DRAGONS. INSTEAD, THE DM AND THE PLAYERS CREATE AN
EXCITING TALE OF BOLD ADVENTURERS AND NEFARIOUS VILLAINS. IF EVERYONE HAS A GOOD TIME AND CREATES A MEMORABLE STORY, EVERYONE WINS.

WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS


HUMAN FIGHTER FOLK HERO

THE D20 ABILITIES STRENGTH


Brawn and Power
DEXTERITY
Quickness and Agility
CONSTITUTION INTELLIGENCE
Health and Endurance Reasoning and Memory
WISDOM
Perception and Insight
CHARISMA
Allure and Charm
PROFICIENCY
BONUS
+2

ABILITIES
The proficiency bonus represents
Does your sword swing hurt the Six abilities represent your Score 14 Score 16 Score 15 Score 11 Score 13 Score 9
competence, expertise, and fo-
dragon? Will the ogre believe your characters physical and mental Modifier +2 Modifier +3 Modifier +2 Modifier +0 Modifier +1 Modifier -1 cused training. It's added to ability
outrageous bluff? Can you avoid characteristics: Strength, Dex- checks using skills youre proficient
the blast of a fireball? In cases terity, Constitution, Intelligence, in, ability checks using tools youre

where the outcome of an action is Wisdom, and Charisma. Saving Throw l +4 Saving Throw +3 Saving Throw l +4 Saving Throw +0 Saving Throw +1 Saving Throw -1 proficient with, attack rolls using
weapons youre proficient with,
uncertain, you roll a 20-sided die Athletics +2 Acrobatics +3 Arcana +0 Animal Handling l +3 Deception -1
attack rolls with spells you cast, sav-
Each ability has a score, ranging
also known as a d20to determine Sleight Of Hand +3 History l +2 Insight +1 Intimidation -1 ing throws youre proficient in, and
from 3 to 20. A score of 10 or 11 is
success or failure. Ability checks, Stealth +3 Investigation +0 Medicine +1 Performance -1 saving throw DCs for spells you cast.
the normal human average.
attack rolls, and saving throws are Nature +0 Perception l +3 Persuasion -1 This benefit is included where
* Skill modifiers have been calculated by using the relevant ability modifier. If
the three kinds of d20 rolls and Each ability score has a modifier, you are proficient (indicated by a l), your proficiency bonus has been added. Religion +0 Survival l +3 applicable.

they follow these three steps. ranging from -5 to +10. You will add

1. Roll the d20 and add a modifier


or subtract an ability score modifi- EQUIPMENT LANGUAGES RUSTIC HOSPITALITY
er with every roll you make. Leather armor, longbow, 20 arrows, greats- Common, Elvish You fit in among the common folk with
from one of the six ability scores.
FEATURES

Finally, each ability covers a broad word, backpack, bedroll, mess kit, tinder- ease. You can find a place to hide, rest, or
2. Class features, spells, or other
range of skills. A skill already has the box, 10 torches, 10 days of rations, water- PROFICIENCIES recuperate among other commoners, un-
effects sometimes give a bonus skin, 50 feet of hempen rope, carpenters All armor, shields, simple weapons, less you have shown yourself to be a dan-
ability score modifier added in, plus a
or penalty to the check. If there tools, shovel, iron pot, set of common martial weapons, carpenters tools, and ger to them. They shield you from the law or
proficiency bonus if applicable.
are any, apply them and determine clothes, pouch, and 10 gold pieces. land vehicles. anyone else searching for you, though they

THE THREE
the total. are unwilling to risk their lives for you.
3. Compare the total to a target

CHECKS
number, called a Difficulty Class.
The more difficult the challenge,
the higher its DC. If the total equals
An ability check is made when you
or exceeds the DC, the roll is a suc-
attempt to overcome a challenge.
cess. Otherwise, its a failure.
The DM decides which of the six INITIATIVE +3 HIT POINTS 12 SECOND WIND WEAPONS
abilities is relevant, a skill if appli- An initiative check is rolled by all combat- Hit points represent physical and mental Use a bonus action to regain 1d10 + 1 To attack with a weapon, an attack roll
cable, and the DC. ants at the start of combat. Everyone takes durability, the will to live, and luck. hit points. Once you use this feature, you is made.
COMBAT

their turn in order from highest to lowest. must finish a short or long rest before you
A saving throw represents an HIT DICE 1d10 can use it again.
Weapon Name Att Modifier Damage

attempt to resist a spell, trap, ARMOR CLASS 14 After a short rest, you can roll your Hit Die Greatsword +4 2d6 + 2 slashing
poison, or similar threat. Your armor class represents how well your and regain hit points equal to the total. FIGHTING STYLE Longbow* +7 1d8 + 3 piercing
An attack roll determines whether character avoids being wounded in battle. (ARCHERY) * You can shoot your longbow 150 feet, or up to
an attack hits or misses. If the to-
SPEED You gain a +2 bonus to attack rolls you 600 feet with disadvantage on the attack roll.
30"
tal of the roll plus modifiers equals make with ranged weapons. This benefit is
Your characters speed is the distance
or exceeds the targets armor included in your longbow attack modifier.
they can move in 1 combat round. 2017 green matter games
class, the attack hits.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

IN DUNGEONS & DRAGONS, YOU PLAY A CHARACTER: AN ADVENTURER WHO TEAMS UP WITH OTHER ADVENTURERS, PLAYED BY FRIENDS. WORKING TO-
GETHER, THE GROUP MIGHT EXPLORE A DARK DUNGEON FAR BELOW GROUND, A RUINED CITY ON THE EDGE OF CIVILIZATION, A HAUNTED CASTLE ON A
ROCKY SHORE, A LOST TEMPLE DEEP IN A JUNGLE, OR A LAVA-FILLED CAVERN BENEATH A MYSTERIOUS MOUNTAIN. THE ADVENTURERS SOLVE PUZZLES,
TALK AND NEGOTIATE WITH THE DENIZENS OF THE WORLD, BATTLE FANTASTIC MONSTERS, AND DISCOVER WONDROUS MAGIC ITEMS AND TREASURE.

WHO IS MY CHARACTER? A CHARACTER SHEET FOR BEGINNERS

NAME RACE CLASS BACKGROUND TRAITS ALIGNMENT LEVEL


Pick a name that sounds good Your characters race is just one of Your characters class is broadly Your characters background Traits set you apart from other Your characters alignment is a Your character's level is a number
to you, or use one from a popular the many intelligent species that described as an adventurers job. reveals where you came from, how characters and should be some- compass that helps guide your de- that represents your overall skill
book or movie. For those with inhabits the D&D world. It contrib- It defines what special features you became an adventurer, and thing interesting or fun. cisions. It is a combination of your and knowledge. You advance in lev-
difficulty choosing, here are utes to your characters identity by you possess, as well as the your place in the world. attitude toward society and order el by adventuring and gaining expe-
some examples. establishing a general appearance tactics you are most likely to (lawful, chaotic, or neutral) and rience points. When you advance
and the natural features gained employ when exploring a dungeon, morality (good, evil, or neutral). in level, you get stronger, smarter,
from your culture and ancestry. fighting monsters, or engaging in a faster, and gain new abilities.
tense negotiation.
IDEALS
Ideals are moral and ethical princi-
ples that compel you to act.

BONDS
Bonds represent connections to
people, places, and events.

FLAWS
Flaws outline a vice, compulsion,
fear, or weakness.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

ONE PLAYER TAKES ON THE ROLE OF THE DUNGEON MASTERTHE GAMES LEAD STORYTELLER AND REFEREE. THE DM CREATES ADVENTURES FOR THE
CHARACTERS, WHO NAVIGATE ITS HAZARDS AND DECIDE WHICH PATHS TO EXPLORE. WHEN ONE QUEST IS FINISHED, ANOTHER ONE BEGINS, CREATING
AN ONGOING STORY CALLED A CAMPAIGN. THERES NO WINNING OR LOSING IN DUNGEONS & DRAGONS. INSTEAD, THE DM AND THE PLAYERS CREATE AN
EXCITING TALE OF BOLD ADVENTURERS AND NEFARIOUS VILLAINS. IF EVERYONE HAS A GOOD TIME AND CREATES A MEMORABLE STORY, EVERYONE WINS.

WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS

THE D20 ABILITIES STRENGTH


Brawn and Power
DEXTERITY
Quickness and Agility
CONSTITUTION INTELLIGENCE
Health and Endurance Reasoning and Memory
WISDOM
Perception and Insight
CHARISMA
Allure and Charm
PROFICIENCY
BONUS

ABILITIES
The proficiency bonus represents
Does your sword swing hurt the Six abilities represent your Score Score Score Score Score Score
competence, expertise, and fo-
dragon? Will the ogre believe your characters physical and mental Modifier Modifier Modifier Modifier Modifier Modifier cused training. It's added to ability
outrageous bluff? Can you avoid characteristics: Strength, Dex- checks using skills youre proficient
the blast of a fireball? In cases terity, Constitution, Intelligence, in, ability checks using tools youre

where the outcome of an action is Wisdom, and Charisma. Saving Throw Saving Throw Saving Throw Saving Throw Saving Throw Saving Throw proficient with, attack rolls using
weapons youre proficient with,
uncertain, you roll a 20-sided die Athletics Acrobatics Arcana Animal Handling Deception
attack rolls with spells you cast, sav-
Each ability has a score, ranging
also known as a d20to determine Sleight Of Hand History Insight Intimidation ing throws youre proficient in, and
from 3 to 20. A score of 10 or 11 is
success or failure. Ability checks, Stealth Investigation Medicine Performance saving throw DCs for spells you cast.
the normal human average.
attack rolls, and saving throws are Nature Perception Persuasion This benefit is included where
the three kinds of d20 rolls and Each ability score has a modifier, Religion Survival applicable.

they follow these three steps. ranging from -5 to +10. You will add

1. Roll the d20 and add a modifier


or subtract an ability score modifi- EQUIPMENT LANGUAGES
er with every roll you make.
from one of the six ability scores.
FEATURES

Finally, each ability covers a broad


2. Class features, spells, or other
range of skills. A skill already has the
effects sometimes give a bonus
or penalty to the check. If there
ability score modifier added in, plus a PROFICIENCIES
proficiency bonus if applicable.
are any, apply them and determine

THE THREE
the total.

3. Compare the total to a target

CHECKS
number, called a Difficulty Class.
The more difficult the challenge,
the higher its DC. If the total equals
An ability check is made when you
or exceeds the DC, the roll is a suc-
attempt to overcome a challenge.
cess. Otherwise, its a failure.
The DM decides which of the six INITIATIVE HIT POINTS WEAPONS
abilities is relevant, a skill if appli- An initiative check is rolled by all combat- Hit points represent physical and mental To attack with a weapon, an attack roll
cable, and the DC. ants at the start of combat. Everyone takes durability, the will to live, and luck. is made.
COMBAT

their turn in order from highest to lowest.


A saving throw represents an HIT DICE Weapon Name Att Modifier Damage

attempt to resist a spell, trap, ARMOR CLASS After a short rest, you can roll your Hit Die
poison, or similar threat. Your armor class represents how well your and regain hit points equal to the total.
An attack roll determines whether character avoids being wounded in battle.
an attack hits or misses. If the to-
tal of the roll plus modifiers equals
SPEED
Your characters speed is the distance
or exceeds the targets armor
they can move in 1 combat round. 2017 green matter games
class, the attack hits.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

IN DUNGEONS & DRAGONS, YOU PLAY A CHARACTER: AN ADVENTURER WHO TEAMS UP WITH OTHER ADVENTURERS, PLAYED BY FRIENDS. WORKING TO-
GETHER, THE GROUP MIGHT EXPLORE A DARK DUNGEON FAR BELOW GROUND, A RUINED CITY ON THE EDGE OF CIVILIZATION, A HAUNTED CASTLE ON A
ROCKY SHORE, A LOST TEMPLE DEEP IN A JUNGLE, OR A LAVA-FILLED CAVERN BENEATH A MYSTERIOUS MOUNTAIN. THE ADVENTURERS SOLVE PUZZLES,
TALK AND NEGOTIATE WITH THE DENIZENS OF THE WORLD, BATTLE FANTASTIC MONSTERS, AND DISCOVER WONDROUS MAGIC ITEMS AND TREASURE.

WHO IS MY CHARACTER? A CHARACTER SHEET FOR BEGINNERS

NAME RACE CLASS BACKGROUND TRAITS ALIGNMENT LEVEL


Having so much more variety than Your characters race is just one of Your characters class is broadly Your characters background Traits set you apart from other Your characters alignment is a Your character's level is a number
the other races, humans have no the many intelligent species that described as an adventurers job. reveals where you came from, how characters and should be some- compass that helps guide your de- that represents your overall skill
truly typical names. Some human inhabits the D&D world. It contrib- It defines what special features you became an adventurer, and thing interesting or fun. cisions. It is a combination of your and knowledge. You advance in lev-
parents give their children names utes to your characters identity by you possess, as well as the your place in the world. attitude toward society and order el by adventuring and gaining expe-
from other languages, such as establishing a general appearance tactics you are most likely to (lawful, chaotic, or neutral) and rience points. When you advance
Dwarvish or Elvish (pronounced and the natural features gained employ when exploring a dungeon, morality (good, evil, or neutral). in level, you get stronger, smarter,
more or less correctly). from your culture and ancestry. fighting monsters, or engaging in a faster, and gain new abilities.
tense negotiation.
IDEALS
Ideals are fundamental moral and
ethical principles that compel you
to act.

BONDS
Bonds represent connections to
people, places, and events.

FLAWS
Flaws outline a vice, compulsion,
fear, or weakness.
HOW TO PLAY THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT YOU DESCRIBE WHAT YOU WANT TO DO THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

ONE PLAYER TAKES ON THE ROLE OF THE DUNGEON MASTERTHE GAMES LEAD STORYTELLER AND REFEREE. THE DM CREATES ADVENTURES FOR THE
CHARACTERS, WHO NAVIGATE ITS HAZARDS AND DECIDE WHICH PATHS TO EXPLORE. WHEN ONE QUEST IS FINISHED, ANOTHER ONE BEGINS, CREATING
AN ONGOING STORY CALLED A CAMPAIGN. THERES NO WINNING OR LOSING IN DUNGEONS & DRAGONS. INSTEAD, THE DM AND THE PLAYERS CREATE AN
EXCITING TALE OF BOLD ADVENTURERS AND NEFARIOUS VILLAINS. IF EVERYONE HAS A GOOD TIME AND CREATES A MEMORABLE STORY, EVERYONE WINS.

WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS

THE D20 ABILITIES STRENGTH


Brawn and Power
DEXTERITY
Quickness and Agility
CONSTITUTION INTELLIGENCE
Health and Endurance Reasoning and Memory
WISDOM
Perception and Insight
CHARISMA
Allure and Charm
PROFICIENCY
BONUS

ABILITIES
The proficiency bonus represents
Does your sword swing hurt the Six abilities represent your Score Score Score Score Score Score
competence, expertise, and fo-
dragon? Will the ogre believe your characters physical and mental Modifier Modifier Modifier Modifier Modifier Modifier cused training. It's added to ability
outrageous bluff? Can you avoid characteristics: Strength, Dex- checks using skills youre proficient
the blast of a fireball? In cases terity, Constitution, Intelligence, in, ability checks using tools youre

where the outcome of an action is Wisdom, and Charisma. Saving Throw Saving Throw Saving Throw Saving Throw Saving Throw Saving Throw proficient with, attack rolls using
weapons youre proficient with,
uncertain, you roll a 20-sided die Athletics Acrobatics Arcana Animal Handling Deception
attack rolls with spells you cast, sav-
Each ability has a score, ranging
also known as a d20to determine Sleight Of Hand History Insight Intimidation ing throws youre proficient in, and
from 3 to 20. A score of 10 or 11 is
success or failure. Ability checks, Stealth Investigation Medicine Performance saving throw DCs for spells you cast.
the normal human average.
attack rolls, and saving throws are Nature Perception Persuasion This benefit is included where
the three kinds of d20 rolls and Each ability score has a modifier, Religion Survival applicable.

they follow these three steps. ranging from -5 to +10. You will add

1. Roll the d20 and add a modifier


or subtract an ability score modifi- EQUIPMENT LANGUAGES
er with every roll you make.
from one of the six ability scores.
FEATURES

Finally, each ability covers a broad


2. Class features, spells, or other
range of skills. A skill already has the
effects sometimes give a bonus
or penalty to the check. If there
ability score modifier added in, plus a PROFICIENCIES
proficiency bonus if applicable.
are any, apply them and determine

THE THREE
the total.

3. Compare the total to a target

CHECKS
number, called a Difficulty Class.
The more difficult the challenge,
the higher its DC. If the total equals
An ability check is made when you
or exceeds the DC, the roll is a suc-
attempt to overcome a challenge.
cess. Otherwise, its a failure.
The DM decides which of the six INITIATIVE HIT POINTS WEAPONS
abilities is relevant, a skill if appli- An initiative check is rolled by all combat- Hit points represent physical and mental To attack with a weapon, an attack roll
cable, and the DC. ants at the start of combat. Everyone takes durability, the will to live, and luck. is made.
COMBAT

their turn in order from highest to lowest.


A saving throw represents an HIT DICE Weapon Name Att Modifier Damage

attempt to resist a spell, trap, ARMOR CLASS After a short rest, you can roll your Hit Die
poison, or similar threat. Your armor class represents how well your and regain hit points equal to the total.
An attack roll determines whether character avoids being wounded in battle.
an attack hits or misses. If the to-
tal of the roll plus modifiers equals
SPEED
Your characters speed is the distance
or exceeds the targets armor
they can move in 1 combat round. 2017 green matter games
class, the attack hits.